Hi guys 🙂
One of the last frontiers of particle fluids simulation engine was implementing plastic behaviors (previously some elastic features were implemented using Hooke’s style spring forces) but plastic remained challenging, and Stephen has been working on it since the release of particle fluids, he has ended up with a very nice and clever implementation that only lack speed. We were sure that it was a correct implementation but something in the code was eating up CPU cycles a lot, so last week I finally had some time to work again in particle fluids with him and we made some important progresses 🙂
I added the option for displaying springs between particles, this proves to be quite useful to see what’s going on in the simulation and also could be pretty didactic 😉 and added the option for controlling the amount of springs per particle since it was the most performance eater, previously we were going for the raw implementation that takes into account the maximum number of springs per particle possible , but even the most seasoned soft body/cloth/springs simulators out there, for speed reasons, implement only a few springs per particle.
As a result speed is increased by several factors and make it user ready 🙂